// Damage

Assault.Damage = {}

// New

function Assault.Damage:New()
	local Table = {}
	
	// Meta table
	
	setmetatable(Table, self)
	
	// Index
	
	self.__index = self
	
	// Damage
	
	Table.Damage           = {}
	Table.Damage.Damage    = 0
	Table.Damage.Attacker  = false
	Table.Damage.Inflictor = false
	
	// Return table
	
	return Table
end

// Damage set attacker

function Assault.Damage:DamageSetAttacker(Attacker)
	self.Damage.Attacker = Attacker
end

// Damage get attacker

function Assault.Damage:DamageGetAttacker()
	return self.Damage.Attacker
end

// Damage set inflictor

function Assault.Damage:DamageSetInflictor(Inflictor)
	self.Damage.Inflictor = Inflictor
end

// Damage get inflictor

function Assault.Damage:DamageGetInflictor()
	return self.Damage.Inflictor
end

// Damage set

function Assault.Damage:DamageSetDamage(Amount)
	self.Damage.Damage = Amount
end

// Damage get

function Assault.Damage:DamageGetDamage()
	return self.Damage.Damage
end

// Damage add

function Assault.Damage:DamageGainDamage(Amount)
	self.Damage.Damage = self.Damage.Damage + Amount
end

// Damage subtract

function Assault.Damage:DamageTakeDamage(Amount)
	self.Damage.Damage = self.Damage.Damage - Amount
end